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Copyright 2010 by Pearson Education2
Critters A simulation world with animal objects with behavior:
fight animal fighting getColor color to display getMove movement toString letter to display eat eat food?
You must implement: Ant
Bird
Vulture
Hippo
Longhorn (Wins and Creative)
Copyright 2010 by Pearson Education4
FoodSimulator places food randomly around world
Eating food increases score for species, but …
Critters sleep after eatingsimulator (CritterMain) handles this
A Critter that gets in a fight while sleeping always losessimulator handles this
Copyright 2010 by Pearson Education5
A Critter classpublic class name extends Critter {
...
}
extends Critter tells the simulator your class is a critter
override methods from Critter based on Critter spec Critter has a number of methods not required by the 4
simple Critter classes (Ant, Bird, Vulture, Hippo) … but you should use them to create a killer Longhorn
Copyright 2010 by Pearson Education6
ScoringScore for each species:
For all animals of that species
Number of animals alive
Number of fights won
Pieces of food eaten
Copyright 2010 by Pearson Education7
Mating Two Critters of same species next to each
other mate and produce a baby Critter
Simulator handles this
Critters not asked if they want to mate
Critters vulnerable while mating (heart graphic indicates mating) automatically lose fight
The Simulator handles all of this You don't write any code to deal with mating
Copyright 2010 by Pearson Education9
Enums Critter class has two nested Enums for
Direction of movement and how to fight
Copyright 2010 by Pearson Education10
Nested Enums To access a Direction or Attack a class external
to Critter would use the following syntax:
Critter.Direction.NORTH
Critter.ATTACK.POUNCE
Classes that are desecdants of Critter (like the ones you implement) do not have to use the Critter.
it is implicit
Direction.SOUTH, Attack.ROAR
Copyright 2010 by Pearson Education11
How the simulator works When you press "Go", the simulator enters a loop:
move each animal once (getMove), in random order if the animal has moved onto an occupied square, fight!
Key concept: The simulator is in control, NOT your animal. Example: getMove can return only one move at a time.getMove can't use loops to return a sequence of moves. It wouldn't be fair to let one animal make many moves in one turn!
Your animal must keep state (as fields, instance variables) so that it can make a single move, and know what moves to make later.
Copyright 2010 by Pearson Education12
Critter exercise: Stone Write a critter class Stone(the dumbest of all critters):
Method Behavior
constructor public Stone()
fight Always Attack.ROAR
getColor Always Color.GRAY
getMove Always Direction.CENTER
toString "S"
eat Always false
Copyright 2010 by Pearson Education13
Ideas for state You must not only have the right state, but update that
state properly when relevant actions occur.
Counting is helpful: How many total moves has this animal made? How many times has it fought?
Remembering recent actions in fields is helpful: Which direction did the animal move last?
How many times has it moved that way?
Copyright 2010 by Pearson Education14
Keeping state How can a critter move west until it fights?
public Direction getMove() {while (animal has not fought) {
return Direction.EAST;}while (animal has not fought a second time) {
return Direction.EAST;}
}
private int fights; // total times Critter has fought
public int getMove() {if (fights % 2 == 0) {
return Direction.WEST;} else {
return Direction.EAST;}
}
Copyright 2010 by Pearson Education15
Testing critters Use the MiniMain to create String based on actions
and print those out
Focus on one specific critter of one specific type Only spawn 1 of each animal, for debugging
Make sure your fields update properly Use println statements to see field values
Look at the behavior one step at a time Use "Tick" rather than "Go"
Copyright 2010 by Pearson Education16
Critter exercise: SnakeMethod Behavior
constructor public Snake(boolean northSnake)
fight alternates between SCRATCH and POUNCEgetColor Yellow
getMove north snakes: 5 steps north, pause 5 ticks, 5 steps north, pause 5 ticks, …
otherwise:5 steps west, pause 5 ticks, 5 steps west, pause 5 ticks, …
eat always eatstoString "K"